* Added Street Fighter II: The World Warrior (World 910228)
* Added missing notes about roms sockets to megaman
* Confirmed B-Board # for forgottnua, willowje, cawingu, fixed
their labels where wrong and added pcb infos to video\cps1.c
* Removed incorrect roms relationship between parent/clones
in ffightj, ffightj1, ffightj2 and cawingj
* Minor cleanups and fixes
New clones added
-----------------------------------------------------------------------------------------
Street Fighter II: The World Warrior (World 910228) [Layne, Smitdogg, The Dumping Union]
by preceding it with "0x". This allows F4 to work properly, for
example, on the 68000 stepping to address a6, which also happens
to be a register name.
- Default for writeconfig is now 0 for MESS since it is not needed anymore
- Fixed handling of mounted devices on hard reset
- Unified some emuopts code, and removed ifdefs
Comment: Is the old implementation correct (12 direction rotary)? The bootleg (bltfieldb) doesn't react with the mapping so I'd assume it's not fixed for such control?
----------------
Jungle Boy [Andrew Welburn]
Bee Storm - DoDonpachi II (ver 101) [JackC] (not working)
new not working
---------------
Dream Crown [Charles MacDonald, Smitdogg, The Dumping Union]
(Plus some other stuff that nobody wants credit on)
* Added Mega Man: The Power Battle (CPS1, USA 951006)
and set as new parent
* Fixed slammast, slammastu labels,
added D-Board PALs and pcb infos
* mercs -> mercsr1, mercsua -> mercs
New clones added
----------------------------------------------------------------------------------------------
Mega Man: The Power Battle (CPS1, USA 951006) [john666, gamerfan, Smitdogg, The Dumping Union]
* Added The King of Dragons (World 910805)
and set as new parent
* Minor cleanups and fixes
New clones added
-----------------------------------------------------------------------
The King of Dragons (World 910805) [cacis, Smitdogg, The Dumping Union]
-------------------
Megatouch III (9255-20-06 ROD, California version) [f205v, Smitdogg, The Dumping Union]
Megatouch IV (9255-40-01 ROB, Standard version) [Kevin Eshbach, Smitdogg, The Dumping Union]
Date: Sun, Nov 7, 2010 at 3:43 PM
Subject: [patch] Split entangled drivers
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This patch takes some driver_device classes that cover multiple
drivers and splits them so that each driver gets their own
driver_device class. In most cases, these drivers got entangled
because of audio/mcu code that was shared between multiple drivers.
The first patch breaks that dependency by making a separate base class
for the common code and having each driver_device derive from that.
That solution isn't really the typical MAME approach, so the second
incremental patch changes them into proper devices.
espial/marineb/zodiak
- common code duplicated
m52/m57/m58/m62/travrusa
- common code in audio/irem.c
junofrst/pooyan/rallyx/rocnrope/timeplt/tutankm
- common code in audio/timeplt.c
hyperspt/sbasketb/trackfld/yiear
- common code in audio/trackfld and audio/hyprolyb.c
40love/bking/buggychl/msisaac
- common code in machine/buggychl.c
This takes full pathname/filename to the font, and the name can have styles
appended as in Windows: [b] for bold, [i] for italic, [s] for strikethrough,
and [u] for underlined. Fonts are rendered at a size of 120 points and scaled
down by the core, which looks superb on high-res displays. (Liberation Sans
that comes with most recent distros looks really good).
Warning: Linux/BSD builds now require SDL_ttf 2.x. On Fedora the required
package names are "SDL_ttf" and "SDL_ttf-devel".
---------------------------------------------------
Bygone [Cananas, Mr. Do, S. Brown, J. Bijl,ranger_lennier, F. Xerri, Gor, Kevin Eshbach, Smitdogg, Tormod, Guru, Tomasz Slanina , The
Dumping Union]
Added Motor 0 & 1, and Zings sounds.
Zings sound not hooked up until address for Fires & Zings is found.
Fixed operation of DISCRETE_COUNTER_7492 [Derrick Renaud]
---------- Not Whats New stuff ----------
If anyone can figure out the address/bits for the Zings/Fires sounds that would be great. I figured out all the others. FWIW, it does not seem to be any of the bits at 0x1000, The bits should be high, then go low to trigger the sound effect.
Zings has a oneshot with a minimum 0.2s length which is extended while the trigger is low.
Fires goes low to fully charge a cap. As long as it is low, the shot will be at full volume, then decay after it goes high.
Thanks,
D.
. maglord/maglordh - Mixed up crc's, fixed
. flipshot - Added correct p1
. kotm2 - Tagged MVS AND AES VERSION
. miexchng - Added correct c3/c4
. Updated game pcb info
. Continued to document mask ROM types
Removed old DISCRETE_74LS624 code and replaced it with new 74LS629 based code.
Updated Mario to use new DISCRETE_74LS624 and DISCRETE_XTIME_logic modules.
----
Some not whats.new stuff:
I also fixed the regression to Galaxian.
I made a DISCRETE_DECLARE_CONTEXT() macro to clean up the discrete module code and make it easier for any future possible C++ conversion.
Still need to reparent the sets.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Royal Card (TAB original) [Roberto Fresca]
if it owns a given font (based on the name), and if it does, it is
responsible for generating bitmaps on the fly as characters are requested.
Added new option -uifont to specify the UI font. It can be set to a filename,
in which case a BDF font will be loaded. It can also be set to a font name
(assuming the OSD support is present), in which case the OSD font by that
name is used. The default value is 'default' which can be used by the OSD
to substitute a default font or by the OSD, which will default to ui.bdf
as before. In all cases, it falls back to the built-in font by default if
none of the previous options works.
On Windows, the OSD will default to Tahoma as the font name. Also on
Windows, font names can be specified with [b] to indicate bold or [i] to
indicate italic.
module osdepend.c with default empty implementations. Changed
mame_execute() and cli_execute() to accept a reference to an
osd_interface which is provided by the caller.
Updated SDL and Windows OSD to create an osd_interface-derived
class and moved their OSD callbacks to be members.
Added explicit control handler for the console. Ctrl+C/Ctrl+Break now
explicitly terminate the process forcefully, rather than unwinding
through the system in an unexpected state. Other console events
(exit, shutdown, logoff) request a graceful exit.
This needs an unfortunate hack with a dummy driver added to seed references to
the devices that are only otherwise referenced by libemu.a.
Also removed SOUNDS += CUSTOM since such a sound device no longer exists.
manual synchronization of VBLANK start against an external timing source.
Updated the MC6845 device to call reset_origin() on its screen at the
start of each frame if a screen is present.
The practical upshot is that now the screen timing and MC6845 timing is
once against synchronized, but by tying the screen timing to the MC6845
and not the other way around.
-----------------------
- 04067 [Misc.] blktiger: Test mode doesn't work. (MooglyGuy)
Non-Whatsnew note: In my opinion, I feel that it's a reasonable assumption that whatever video ASIC or other hardware is used defaults to having at *least* the text layer turned on. The game doesn't even attempt to write any video configuration registers apart from the bank reigster when booting with test mode turned on, which strongly implies certain default states of certain registers.
Moved -effect implementation out of OSD code and into core since
the implementations were identical across Windows/SDL and implemented
in the core itself.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Devil Island (2 sets) [Brian Troha, The Dumping Union]
their state like other devices. [Atari Ace]
--
From: Atari Ace <atari_ace@frontier.com>
Date: Mon, Oct 11, 2010 at 12:32 AM
Subject: [patch] Audio device conversions
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
I've been working on auto-converting the majority of the remaining
drivers to use driver_data (by finding global and static state and
moving it to a state class programmatically), but a number of issues
make it tricky to do. One problem is the various audio device drivers
that are in src\mame\audio that don't encapsulate their state and thus
get pulled accidentally into the driver_device by my scripts. Here's
a patch that fixes most of them. The first patch makes sure the
interface is always a device (mostly changing space handler to device
handlers) and does some minor cleanup. The second patch then places
the state into an appropriate token.
~aa
---------- Forwarded message ----------
From: Atari Ace <atari_ace@frontier.com>
Date: Sat, Sep 25, 2010 at 7:46 PM
Subject: [patch] Introduce psx_state
To: submit@mamedev.org
Cc: atariace@hotmail.com
Hi mamedev,
This set of patches introduces psx_state. The first patch introduces
driver_device skeletons, adding psxram to the common psx_state and
makes a variety of minor adjustments to the code to prepare for the
conversion of the remaining static state. The second patch then does
the heavy lifting to fill in all the skeletons.
~aa
Comment:
It's hard to know if a 4th button is even used as the test mode only shows SHOT1 through SHOT3. Pressing SHOT4 for player one as mapped toggles the all 3 bits that are to the right of the DIP bank status display at the bottom of the test screen. Pressing mapped buttons for player 2-4 do not appear to have any effect.
- Found the appropriate patch values for Quizard 2.2 and promoted it to working. [Harmony]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Quizard 2.2 [Harmony]
* Created proper inputs for all Victor 6 sets.
* Fixed/extended Magic Train technical notes.
* Eliminated the 3 undumped bipolar PROMs from Magic Train
since these are in fact Darlington Arrays instead of bipolar PROMs.
From Barry Rodewald <bsr@xnet.co.nz>
To submit@mamedev.org
Date Wed, Sep 29, 2010 at 6:30 AM
Subject A couple of fixes...
Hi,
Here are a couple more small fixes, one is an i386 fix, the other for Neo Geo.
The first one is a fix for unaligned word and doubleword I/O reading and writing. It makes 16 and 32-bit I/O accesses become effectively a set of 8-bit accesses, preventing accesses from being re-aligned to an incorrect I/O port. This fixes issues in the FM-Towns where programs would set the palette by using MOV DX,FD92; OUT DX,EAX; (or similar) which would cause it to write to I/O ports 0xfd90-93, instead of 0xfd92-95 as it should.
The second is not so much of a fix, but as a convenience for the Neo Geo CD, by calling optimize_sprite_data() at VIDEO_RESET(), which will re-convert sprite data after it has been copied into RAM. Otherwise, sprites will always be wrong.
Thanks,
Barry Rodewald
mailto:bsr@xnet.co.nz
* Almost accurate memory map.
* Decoded graphics.
* Decoded the bipolar PROM.
* Detected a CRTC (MC6845 type) reversing the code.
* Guessed the CRTC clock to get proper values.
* Hooked the AY-3-8910.
* Added games notes.
* Added technical notes.
New games marked as GAME_NOT_WORKING
------------------------------------
Symbols (ver 1.4) [Roberto Fresca, Dave Ormiston]
Symbols (ver 2.5) [Roberto Fresca, Dave Ormiston]
Arrow Bingo [Roberto Fresca, Dave Ormiston]
NFL (ver 109) [Roberto Fresca, Dave Ormiston]
- Added 5-Aces Poker.
- Fixed, improved and merged memory map.
- Fixed the ROM loading.
- Removed the mame rnd hack from the blitter read handler.
- Preliminary inputs.
- Fixed visible screen.
New games marked as GAME_NOT_WORKING
------------------------------------
5-Aces Poker [Roberto Fresca]